Event Helper Daemon Analysis: Candy House, Matsuo Basho, Giant Panda

Event Helper Daemon Analysis: Candy House, Matsuo Basho, Giant Panda

Another event, another helper analysis. This time we have a set of 3 assist daemon but I know what everyone really wants to know from these. Let’s get the boring ones out of the way first:

Candy House

Candy House

4 ★ Assist Anima


Max/MLB Attack: 7500/9195

Max/MLB HP: 7000/8583

Bond Effects

Base bond effect: Increases Attack

Spirit of Benevolence (lvl 71): All divina allies take 2% less DMG.

Event Skill: Increase Event Points by 33% – 100%


This is just bad, plain and simple. Much like Zombilina [HW2] the percent is so small that you probably won’t even notice. Even odder is that this is an anima card that has a divina team boost? What that’s all about I don’t know.


Emilio’s Rating: 1.5 / 10


Qtphi21: Like Zombilina, what boggles me is WHY such a small boost is locked all the way at LB3?!




Giant Panda Untamed

Giant Panda [Untamed]

4 ★ Assist Phantasma


Max/MLB Attack: 7500/9195

Max/MLB HP: 7000/8583

Bond Effects

Base bond effect: Increases Skill DMG

Beast Instincts (lvl 80): Increases 10% of DMG dealt and 5% of max HP.

Event Skill: Increase Time Limit by 33% – 100%


A much better assist, but not super high tier. Panda brings a mix of everything in some skill damage boost, some overall damage boost and some survivability in a HP boost. This makes him pretty useful to put on daemon who you are trying to use in world boss but can’t because they don’t quite have enough HP, and in using Panda you are not losing out on tons of damage either (by using something like Ptolemy instead). Solid but not spectacular overall.


Emilio’s Rating: 7.5 / 10 (Above average assist)


Qtphi21: I like how the original Giant Panda was Divina class, and now that she’s been untamed, she’s gone full Phantasma. It’s still really simple artwork but you’ve got to love that glint in her eye.


And now for the one I know you all care about:

Matsuo Basho

Matsuo Basho

4 ★ Assist Divina


Max/MLB Attack: 7500/9195

Max/MLB HP: 7000/8583

Bond Effects

Base bond effect: Increases Max HP

Government Spy (lvl 60): Increases 45% of DMG dealt at the start of the final wave.

Event Skill: Increase Skill DMG by 33% – 100%


On initial view you look at this and think “wow that’s crazy, that’s just so much better than anything else out there right?”. Well let’s look at a few things to find out just how true that is (note: scroll to the end for a tl;dr). Throughout I am going to consider a comparison to Saigyo since he is the “best in slot” for a damage dealer currently.

To get a full understanding we need to understand the concept of diminishing returns first. You may have seen this mentioned multiple times in previous reviews but not understood fully so hopefully the following will explain all. Something else you may have seen (in a buffing your daemon post from over a year ago I think) is the concept of “adding the buff you have the least of” in order to maximise damage (e.g if I have 200% skill damage boosts and no Damage boosts, then adding 20% Damage to a daemon will give a bigger damage increase than adding another 20% skill damage). These two sort of go hand in hand and here’s the reasoning:

Let’s focus on when you land a critical hit only for now. Your final damage output on an attack is calculated as the following:

Base damage * Skill/attack Damage Boosts * Damage boosts * Critical Damage

Note: Bonds will be added onto their matching Skill/attack/damage boosts, for example 7.5% skill damage from a 5* ranged bond simply adds to Cinderella’s passive to give 62.5% skill damage in total.

Note 2: The final critical damage multiplier is 200% + (all critical damage buffs * 2). So Sola’s 40% critical damage passive is adding an 80% multiplier (this is because base critical damage is 200% and this multiplies all other buffs, this happens in all other games that I know of, or Path of Exile that I can name at least!)

Note 3: Skill/attack damage boosts is one or the other depending on whether you are using a normal attack or a skill attack.

Now let me consider how much extra damage I will get by adding critical damage to my set up. Let’s use Saigyo, and let us assume we currently have no critical damage boosts at all. Before Saigyo my damage output is:

(Base * other buffs) * 200% [our critical damage]

By adding Saigyo I get:

(Base * other buffs) * 270%

The final multiplier has gone from 200% to 270%. This means the damage increase on that critical attack has gone up by (270/200-1)*100% = 35% – how unsurprising right? That’s what Saigyo is supposed to do isn’t it? But now let us assume we already have critical damage in out set up in the form of Sola (80%). So before Saigyo our damage output is:

(Base * other buffs) * 280%

And by adding Saigyo we get:

(Base * other buffs) * 350%

So in this instance our damage boost by adding Saigyo is actually only (350/280 – 1)*100% = 25%. This is the concept of diminishing returns. The more of one buff you already have, the lower the actual increase of subsequent buffs. This is why it is better to add buffs that you have the least of, since their effect does not get dampened as much (sensibly though obviously – if I have no skill damage increases and 100% critical damage increase, I would still rather add another 100% critical damage than 10% skill damage).

So this is great and all but why am I suddenly trying to explain this in the middle of a review? Well to compare Saigyo and Matsuo Basho we need to take this and the following things into account:

  • Saigyo at base is a 35% damage boost and Basho is a 45% damage boost
  • Saigyo only affects critical hits but Basho affects both critical and non critical hits (although you also have to consider that the vast majority of your overall damage comes through critical hits)
  • In a real situation I am already going to have multiple buffs in place affecting their final damage boosts

Well then let’s look at a couple of actual situations. I am going to look at two different setups and look at the expected damage outputs from normal attacks and skills (this will take into account critical rate as well FYI). I am going to be focusing on just Amanojaku [V]’s damage output on whether she has Saigyo or Basho bonded to her.


Team 1 (my current world boss team):

Sola, Yoritomo Minamoto, Amanojaku [V], Hibiki, Philosophers Stone

Reserves: Cinderella (+Nautilus), Amor (+Chochin [HW2])


Team 2 (an optional wb team/potential CQ team):

Sola, Gjällerhorn, Grail, Cinderella, Amanojaku [V]

Reserves: Cinderella (+Nautilus), Amor (+Chochin [HW2])


Auto attacks

Team/Situation Base Damage With Saigyo With Basho
Team 1 (Passive) 3,705 4,065 (+9.7%) 4,896 (+32.2%)
Team 1 (after Sola + Yoritomo skill use) 10,700 12,586 (+17.6%) 13,108 (+22.5%)
Team 2 (Passive) 3,397 3,757 (+10.6%) 4,488 (+32.1%)
Team 2 (after Horn x2, Grail x2 skill uses) 27,067 30,370 (+12.2%) 30,649 (+13.2%)


Skill Attacks

Team/Situation Base Damage With Saigyo With Basho
Team 1 (Passive) 38,856 42,016 (+8.1%) 49,757 (+28.0%)
Team 1 (after Sola + Yoritomo skill use) 112,216 130,086 (+15.9%) 133,213 (+18.7%)
Team 2 (Passive) 43,699 47,762 (+9.3%) 56,289 (+28.8%)
Team 2 (after Horn x2, Grail x2 skill uses) 339,450 386,125 (+13.8%) 384,337 (+13.2%)


So what does this tell us. Well Basho seems to be better everywhere. Obviously in the passive situations (where no active skills are being applied, so Amanojaku simply has her base crit rate of 22.5%) Basho is giving significantly more damage since Saigyo only adds damage to critical hits. Once actives are applied however and we head towards the crit rate cap the damage difference is a lot less although Basho still comes out on top (giving 1-5% more damage). There is however one row where Saigyo provides more damage and that is the final row. It’s only slight but why does Saigyo suddenly win out here? The answer is the whole reason I bombarded with the calculations earlier. After using Gjällerhorn twice in this situation you suddenly already have a 200% extra damage boost – the same boost that Basho provides. This means that by using Gjällerhorn we are dampening the boost that Basho provides. Of course the same is true for Holy Grail and Saigyo – by repeating Grail’s active we are stacking critical damage, which in turn dampens Saigyo’s effect. Overall which assist gives more at the end comes down to the total amount of each you have stacked and the ratio of that to the additional boost you are adding (…and taking the rate at which you crit into account…).

Currently because of Sola’s prevalence in high end teams and her passive 40% critical damage effect, Saigyo’s effect get’s dampened out enough for Basho to win by quite a chunk (if you consider its ~5% more damage while buffed and 20% more unbuffed for my personal world boss team then switching to Basho could be adding somewhere in the region of 1 million damage), however in the future different daemon abilities can potentially swing it towards Saigyo’s favour. Given however Sola’s current position as a centrepiece, the ease at which critical damage can be stacked, and the example above showing that even with double Gjällerhorn use they are practically equal it would probably be quite a while for this to ever happen.

There are a couple of other more minor things to note too when comparing the two:

  • Matsuo Basho only activates on the final wave. This means that in conquest whilst Saigyo can help in wave clearing to get to the boss faster Basho does nothing before the boss
  • In the same way that daemon releases can swing it towards Saigyo’s favour, the same is true the other way around. If more critical damage passives become available, Basho simply becomes even better comparatively
  • In endless mode Matsuo Basho of course never activates until wave 100 – so is useless (although this is the least important event by far in my opinion)



So overall Matsuo Basho is the best damage amplifying assist we have in the game currently. Add to this that his ability unlocks with just ONE copy, and I would have to say (I know that in writing these reviews we do not normally make forceful suggestions but..) you would be a FOOL not to pick up at least one copy for just 50 Mochi to put on your damage dealer. In the future his use over Saigyo can of course vary with the boosts that other daemon give each other, however for now he will provide the best damage outcome.


Emilio’s Rating: 9.3 / 10


Qtphi21: The LB required to unlock his ability is incredibly low for the power of the boost he provides, in sharp contrast to the high level that Candy House and Zombilina have their abilities locked at. Being limited to final wave means he’s designed for World Boss and possibly Conquest, but frankly these are the 2 most competitive game modes. Definitely get a couple of copies to place on your main damage dealers, especially if you’ve missed out on Saigyo when he was released.


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